
#include "member_BGroup.h"
#include "member_BShape.h"

using namespace BWE;

#define n_member(node)			((member_BGroup*)node->_ptr)

member_BGroup::member_BGroup(BGroup* group)
{
	boss = group;
	parent = 0;
	visible = true;
	dirtySpace = true;
}
member_BGroup::~member_BGroup()
{

}

void member_BGroup::update(BReal time)
{
	boss->update(time);
}

void member_BGroup::slotShapeFresh(BObject* object, const BValue& value)
{
	if (visible)
	{
		raiseSignal(Signal_Fresh);
	}
}
void member_BGroup::slotShapeDirty(BObject* object, const BValue& value)
{
	raiseDirty();
}
void member_BGroup::slotShapeFlushed(BObject* object, const BValue& value)
{
	raiseDirty();
}
void member_BGroup::slotShapeTransformed(BObject* object, const BValue& value)
{
	raiseDirty();
}

void member_BGroup::slotNodeFresh(BObject* object, const BValue& value)
{
	if (visible)
	{
		raiseSignal(Signal_Fresh);
	}
}
void member_BGroup::slotNodeDirty(BObject* object, const BValue& value)
{
	raiseDirty();
}
void member_BGroup::slotNodeFlushed(BObject* object, const BValue& value)
{
	raiseDirty();
}
void member_BGroup::slotNodeTransformed(BObject* object, const BValue& value)
{
	raiseDirty();
}

void member_BGroup::slotConstraintChanged(BObject* object, const BValue& value)
{

}
